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Returning 35 results for 'charging relatively grows to have requires'.
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Monsters
Mordenkainen Presents: Monsters of the Multiverse
intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that
begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.
Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.
Monsters
Bigby Presents: Glory of the Giants
can transform even a pinch of mud or gravel into a boulder suitable for hurling, and the thrown stone grows in flight to knock its target flat on impact.
Fensirs
Long ago, a band of frost giants
. They retain prominent noses and a hint of green in their skin but otherwise resemble relatively small frost or stone giants. They use armor and weapons similar to what other combatants on Ysgard use
Monsters
Mordenkainen Presents: Monsters of the Multiverse
intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder might turn against its handler. Training a steeder requires a rider to bond with it, a process that
begins shortly after the steeder hatches. As it grows, its rider works with it to direct its predatory instincts.
Rather than spinning webs, steeders excrete a viscous substance from their legs. This goo allows them to creep along walls and ceilings and to grapple prey.
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
damage in a single turn, one of its heads dies. If all its heads die, the Goose Mother dies.
At the end of its turn, the Goose Mother grows two heads for each of its heads that died since its last
", "rollAction":"Lullaby of Honks"}; Requires at Least Two Heads). The Goose Mother’s heads honk a discordant lullaby. Each creature of the Goose Mother’s choice within 10 feet of it must make a
Monsters
Fizban's Treasury of Dragons
top of the map) provides the main access to the lair by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout
is altered by the dragon’s magic, creating one or more of the following effects:
Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of
Monsters
Fizban's Treasury of Dragons
by way of two sections of relatively thin crystal walls. The dragon can use a lair action to open or close passages through these walls throughout the lair.
Cobweb-Choked Tunnels. Adventurers who
or more of the following effects:
Crystal Profusion. Natural stone within 6 miles of the lair grows plentiful crystal formations and veins of sapphire gemstones, particularly underground.
Stony Sight
feats
General Feat (Prerequisite: Level 8+, Shadowsteel Adept Feat)
Your mastery over Shadowsteel grows stronger. You gain the following benefits.
Ability Score Increase. Increase your Intelligence
, Wisdom, or Charisma score by 1, to a maximum of 20.
Necrotic Harmony. While holding your Shadowsteel Focus, when you cast a spell that targets one or more creatures and requires an attack roll or saving
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
Giant Boars The characters see and hear 1d4 + 1 giant boars foraging ahead of them. Skirting around the boars to prevent them from charging requires a successful DC 12 group Dexterity (Stealth) check.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
makes two ability checks related to parts of the test: Magical Devices and Their Functions. Matching a list of magical devices with their functions requires a successful DC 18 Intelligence (History
) check. History of Magical Devices. Writing short essays about the origins of different magical devices requires a successful DC 18 Wisdom (Insight) check. Have each player note their character’s Exam
Compendium
- Sources->Dungeons & Dragons->Rrakkma
accidentally shut when the star spawn manglers entered the chamber. It is locked and requires a successful DC 20 Dexterity check made by someone proficient with thieves’ tools to unlock it, or a successful DC 20
are slick because of the water and walking on them is normally no trouble. However, once combat begins, anyone charging across the floor must make a successful DC 15 Dexterity (Acrobatics) check or
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
, the Talons are terrifying. Their numbers are relatively few, but they’re organized enough to oppress Lekar’s ragged survivors and enforce Drakov’s totalitarian laws. In the face of zombie hordes
, though, they’re fighting a losing battle against foes whose numbers only grow. And every time a Talon falls, Lekar’s final defeat grows closer. Talon soldiers use the guard stat block, while commanders
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
guildhouse complex’s windows are boarded up (except the ones in area G21), but tiny cracks between the boards allow creatures to peer through. Prying away the boards is relatively easy, but doing so quietly requires a successful DC 13 Dexterity (Stealth) check.
interior walls are plastered lath, making them relatively soundproof. The basement walls are made of clay bricks braced at regular intervals by thick, rough-cut wooden beams. Windows Most of the
Kobold
Legacy
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Species
Volo's Guide to Monsters
, they might build a warren and make a permanent home there, while continuing to expand the town’s sewers as the community grows. These so-called “city kobolds” live underground but
, since food is relatively scarce in such areas.
Partly out of fear and partly because their eyes are sensitive to sunlight, kobolds prefer the security of a cave to living in the open air, and can be
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
doors are made of wood. It takes a successful DC 10 Strength check to force open a locked door. Exterior doors are reinforced with iron bands and usually locked. Such a door requires a successful DC 15
Strength check to force open. Light. During the day, the windows provide bright light for most interior spaces. At night, no lights are lit. The mines are unlit as well. Locks. A lock requires thieves
Compendium
- Sources->Dungeons & Dragons->Volo's Guide to Monsters
Enemies Everywhere Elder brains seek stability and safety for their colonies, and a colony can remain in a relatively peaceful state for decades if it can evade discovery while it acquires food. Two
gains power by devouring brains and honing its psionic abilities, the colony becomes more aggressive, seeking to gather more and more thralls. Eventually, if the colony grows to sufficient size, the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
Into the Underdark Little Lockford is situated in the Underdark, but the tunnels leading to the settlement are well traveled and relatively easy to navigate. Stone signs illuminated by continual
Tiny clockwork device that was left behind by a svirfneblin miner. The device produces a miniature flame that can be used to light a candle, torch, or campfire. Using the device requires an action. 6
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
, Shemshime’s power grows. Anyone who hears the cursed tune is in turn cursed to hum or sing it. They are then capable of transmitting it further. Resisting the Rhyme The characters can will themselves
not to sing the rhyme, but doing this requires concentration as though casting a spell (see “Concentration” in the Player’s Handbook). A silence spell or similar magic negates the rhyme in the affected
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
drawn lurking dangers from more remote parts of the bayou. As he grows more proficient in his ability to siphon creatures’ energy to power his magic, Murgaxor is practicing lesser forms of the magic that
Locations” section below, the six missing mascots can be found in areas W2, W3, W6, W9, W10, and W11. Cataloging. Affixing one of Professor Sharpbeak’s bands onto a mascot typically requires an action
Compendium
- Sources->Dungeons & Dragons->Van Richten’s Guide to Ravenloft
the lockbox. A character using thieves’ tools can try to pick the lock, which requires 1 minute and a successful DC 14 Dexterity check. The “Treasure” section below details the box’s contents. Awakened
—encourage the players to suggest ways to satisfy it. If the spirit grows displeased, the Halvhrest images push through the painting, toppling out one per round until four ghouls emerge. Each oil-paint
Compendium
- Sources->Dungeons & Dragons->Monstrous Compendium Volume Four
)
Skills Perception +11
Condition Immunities (Requires at Least Two Heads) blinded, charmed, deafened, frightened, stunned, unconscious
Senses darkvision 60 ft., passive Perception 21
Languages
, one of its heads dies. If all its heads die, the hydra dies.
At the end of its turn, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken cold damage
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wave Weapon (trident), legendary (requires attunement by a creature that worships a god of the sea) Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with
conversation. Personality. When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods. Wave zealously desires to convert mortals to the
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Order of the Gauntlet The Order of the Gauntlet is a relatively new organization dedicated to smiting evil wherever it lurks and without hesitation. The Order understands that evil wears many guises
aren’t born evil—it takes time for evil to fool you into thinking that its voice is yours. That is why to know who you truly are is what the Order requires from each hopeful who wishes to join our ranks
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a6
relatively easy to find due to the crude construction of the place. It requires a successful DC 12 Wisdom (Perception) check to find such a door. Random Encounters On the upper level of the
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Works A standard airship (at least as far as standards have been defined for this relatively new creation) looks similar to an oceangoing ship but is rigged with control fins and rudders rather than
dictate a lightning rail route) requires constant attention, so at least two pilots typically travel on every journey. Only a dragonmark heir with the Mark of Storm can use the wheel and command the
Compendium
- Sources->Dungeons & Dragons->Out of the Abyss
chance of another attack becomes 50 percent every half hour. Sneaking through the senseless arrangement of the burrows is relatively easy, as the derro are normally too preoccupied with their own mad
. Otherwise, finding it requires careful searching and a successful DC 15 Wisdom (Perception) check. Each character can make this check at the end of each hour the party spends in the West Cleft warrens
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
if you didn’t target a creature, you become the target. 54–58 You cast darkness. 59–62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten
Compendium
- Sources->Dungeons & Dragons->Locathah Rising
of any creatures they might have killed or destroyed, he is ready for their arrival. After everyone has entered the chamber, Gar surreptitiously (but rapidly) grows the coral over the entrance
forward that we might speak in a more companionable manner.”
With that, the man gestures with his left hand and the coral in the chamber grows a seat for each of you to perch upon, should you so
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Wand of Wonder Wand, rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you
if you didn’t target a creature, you become the target. 54–58 You cast darkness. 59–62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(area L5), but far enough away to provide Bak Mei with solitude he requires. L2a. Monk Quarters This room contains several narrow, hard bunks where the Immortal Lotus monks sleep. L2b. Private Quarters
a small garden where the order grows its vegetables. Next to the garden is a chicken coop. As with all temple duties, the monks take turns maintaining the garden and feeding the chickens. Four
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
attacking each other. Low Cunning. Steeders are intelligent enough to learn simple hand signals and vocal commands, but even a domesticated steeder can turn against its handler. Training these beasts requires
a rider to bond with the steeder, a process that begins shortly after the creature hatches. The rider stays with the steeder as it grows to full size, working throughout that time to channel the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Orb of Dragonkind Wondrous item, artifact (requires attunement) Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards
coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb. An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
substance formed in sperm whales’ stomachs and typically harvested from a dead whale’s remains. Although it smells foul when initially exposed to air, the scent grows sweet over time. As such, ambergris
Angajuk’s Bell. Scaring him off requires a successful DC 17 Charisma (Intimidation) group check, since he’s dead set on getting his ambergris. If the party’s group check succeeds, Jendren and his fellow
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Orb of Dragonkind Wondrous Item, Artifact (Requires Attunement) Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed
of personality might find themselves under the orb’s control. Brian Valeza Orb of Dragonkind An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
minutes equal to its Constitution score before suffering any ill effects. Each additional minute spent in frigid water requires the creature to succeed on a DC 10 Constitution saving throw or gain one
into the quicksand. Razorvine Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot-high, 10-foot-wide, 5-foot
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
without revealing her true predicament. Lying to her requires a successful DC 12 Charisma (Deception) check. If the characters reveal that she’s nothing more than a disembodied skull, if they fail three
Charisma checks to deceive her, of if they simply ignore her, Nepartak grows increasingly anxious, then flies into a murderous rage. The voice shrieks in horror as the skull’s eye sockets flare with